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Gamification in Dementia and Mild Cognitive Impairment

Gamification in Dementia and Mild Cognitive Impairment
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Author(s): Vitor Simões-Silva (School of Health, Polytechnic of Porto, Portugal), Susana Alexandra Mendonça Gregório (School of Health, Polytechnic of Porto, Portugal), Tarcisio de Tarco Moura Luz (School of Health, Polytechnic of Porto, Portugal), Ana Francisca Casinhas Coutinho Lapa (School of Health, Polytechnic of Porto, Portugal)and António Marques (School of Health, Polytechnic Institute of Porto, Portugal)
Copyright: 2021
Pages: 20
Source title: Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Source Author(s)/Editor(s): Ricardo Alexandre Peixoto de Queirós (uniMAD, Escola Superior de Media Artes e Design, Portugal)and António José Marques (LabRP, School of Health, Polytechnic of Porto, Portugal)
DOI: 10.4018/978-1-7998-7472-0.ch008

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Abstract

The following chapter will address the use of gamification (specifically serious games), as well as its results and conditions of use, as an assessment and intervention tool for people with mild cognitive impairment (MCI) and dementia diagnosis. These games are effective for cognitive skills, such as attention, memory, executive functions, and speed processing. Besides this, physical (related to motor coordination and movement), social, psychological, and emotional (related to motivation, anxiety, depression, and stress) skills can be improved by serious games. It will be considered the contexts of the use of different games, such as Episodix, Panoramix, and some other games that are applied as serious games, like exergames. Besides, it will be also referred the different platforms associated with these games, such as mobile applications, videogames, virtual reality, and augmented reality.

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